Tag Archives: design-based learning

Geering Up! 3D Computer Aided Design (CAD)

STEM learning is more than different subject areas simply threaded together.

Rather, STEM learning is “a seamless experience for the students that scaffolds the use of disciplinary concepts and practices for solving inter-disciplinary problems” (Dasgupta, Magana, & Vieira, 2019, p. 123). In keeping with that amalgamated spirit, this week’s focus as Create, Make, Innovate! wraps up is Computer Aided Design (CAD). As a hands-on learning activity, CAD is a bit like an assemblage of previous Tuesday sessions this semester – more on that below!

Forty years ago, the rationale for CAD was “… to let the machine, in this case the computer, take over where the task becomes repetitious and non-creative,” freeing up designers from “sheer unadulterated dull work” (Coons, 1966, p. 7) for innovation and creativity. Further, as a matter of efficiency, designers could now “consider more options in greater detail at the earlier stages of design than any manual method would allow… [and also make] modifications… without complete restarts” (Kolesnikoff, 1984, pp. 485, 486).

“… make our lives easier and less frustrating. That is what the process of development is all about” (Axe, 1988, p. 260)

Now a long-standing and widespread approach to design, CAD can be found in fields as diverse as architecture, medicine, and manufacturing, not to mention all different types of engineering. In the classroom, some of its more compelling features include three-dimensional design and drafting (3D CADD) and 3D printing.

Photo by ZMorph Multitool 3D Printer on Unsplash

However, 3D printing means producing more by consuming more even as our focus around the world today needs to be on consuming less by repurposing more. So teachers should weigh this factor into any 3D lesson planning. Moreover, for their novelty, 3D printing and other classroom technologies might give us pause as we consider what kind of tone is desirable for CAD lessons – when it comes to technology and preparing students in the 21st century, there has been a tendency for hyperbole, sometimes euphoric and sometimes fearful of missing out or being left behind. Novelty fades, but students will always need engagement.

For all this, teachers owe their students a judicious assessment of CAD and its contributions to their learning experiences: “Deterministic programs, genetic algorithms, rule-based systems, and… other approaches are promising, but none of them approach the flexibility and thoroughness of a human architect. Computers are not yet ready to take over as chief designers, and they won’t be any time soon.… I must believe… that most architects did not enter architecture to be information managers, but rather, to design buildings” (Johnson, 2002, p. 52).

As Johnson’s remark about architects might apply to teachers, we would be wise to heed his conclusions.

“Technology only provides the backdrop for the twenty-first century. Effective instruction is what directly affects students…” (McCoog, 2007, p. 28)


Create, Make, Innovate: Getting Hands-on with Learning Design

Recap of the session Fall 2019 in the Scarfe Foyer:

As the semester draws to a close, so do our sessions each Tuesday in the foyer.

Looking back at each Create, Make, Innovate! session and the hands-on potential of interdisciplinary learning, maybe the most valuable take-away is the sheer range of topics that converge to spark our interests and kindle our inspiration. No less valuable is that interdisciplinarity encourages us to work alongside other people, and as teachers, we know how important collaboration is to meaningful learning.

At this week’s final Create, Make, Innovate! activity session, on Tuesday, November 26th, 2019, teacher candidates stopped by to learn a little more about TinkerCAD, a website that offers 3D engineering design and modelling. Having learned about VR and AR last week, this look at on-line virtual design was a good step to follow.

In fact, TinkerCAD touches upon a number of our previous Tuesday sessions:

Common Sense Education offers free lesson plans that relate to our previous sessions on Simple Machines and Stop Motion Animation.

Resources

TinkerCAD designs can be integrated with Merge Cube (five free uploads per Miniverse account) as well as CoSpaces.

During our previous session on DBL and Simple Machines, TCs learned about engineering habits of mind and the basic model for approaching design: observe, design, build, experiment, adjust. Unsurprisingly, a basic CAD cycle, with slightly more detail, is essentially the same:

  • Ask / Identify / Understand
  • Invesitigate / Research / Define
  • Predict / Imagine / Envision
  • Plan / Design
  • Build / Create / Make
  • Test
  • Reflect / Revise
  • Improve / Innovate

Seen more generally, a design process is really a learning process: designs are thoughtfully envisioned, tested, and revised. CAD itself has even been proposed as a learning methodology (Cerra et al., 2014). On the other hand, methods and processes can be constraining, even rote, whereas the value and excitement of design derives from original responses to given problems – just like an engineer or an architect! So teachers should plan carefully to give their students parameters but not necessarily limits.

Image by clausabraham from Pixabay

“Students who used CAD software and 3D printing during a STEM summer camp increased their perception of the incorporation of creativity and problem solving skills in STEM fields regardless of their gender or ethnic background.” (Bicer et al., 2017)

Thanks to 3D CADD and 3D printing, students have a chance to assume greater self-direction and spontaneity during hands-on learning activities (Ng & Chan, 2019; Popelka & Langlois, 2018).


The Cost of Hands-on Interdisciplinary Learning

One reason to consider TinkerCAD is its robust potential for helping students to render their ideas more tangibly, if still not physically. However, on that note is another more pressing concern that CAD approaches help to address.

As we now know, plastic usage and disposal have become epidemic, and we must do our best to avoid increasing the pile of little things that collect dust on our mantles, desks, and refrigerator doors. Although the effort to make 3D printing filaments more sustainable is underway, CAD provides an alternative to repeated 3D printing, at least until a physical testing stage is unavoidable. By the same token, we must be wary of our electricity usage, which taxes the environment in its own vast way.

Have a look back at October’s Recycling / Upcycling session – how can you make use of things that you already have rather than tossing them out and replacing them?

As for the proliferation of e-devices, themselves, and all their accompanying gadgetry and accessories – from their manufacturing and delivery to consumers through to their usage and salvage or disposal – all this must weigh upon our conscious decision-making or else we do not live up to our responsibility as stewards of our own environment. We have wondrous tools at our disposal, thanks to technological innovation, but at what cost are we willing to develop them, use them, shelve them, cast them aside? How indiscriminate can we afford to be before the tools of learning defeat the purpose of learning? We must not come to depend on our tools any more than we should grow so enamoured of them that tools become ends in themselves.

Image by ZMorph3D from Pixabay

Without doubt, education is the most sustainable tool we will ever have. Like any tool, it is inert until someone decides to use it, but where that decision falls again and again to each one of us, education is an enduring responsibility shouldered by every one of us.

And interdisciplinarity, more than a buzzword, more than just a singular concept, is a measurement: the degree to which all of us, all at once, act on purpose. More than just themes and theories, collaboration and interdisciplinarity are descriptions of our tangibility and the way we actually live our lives. We must respect our interconnectivity to each other and to the places where we live and that enable us to live.

We all make decisions and take action every single day, yet how coordinated are we? How much might we actually be working unwittingly at crossed purposes to each other? Since we will be making decisions and taking action anyway, we should strive to make all our cross-overs as interdisciplinary as possible. At stake is nothing less than our future itself.


Acknowledgement: post author, Scott Robertson; editor, Yvonne Dawydiak

Special thanks this week to UBC Engineering’s Geering up Team!

Interdisciplinarity, collaboration, hands-on learning – that’s the spirit of Create, Make, Innovate! We want to promote enthusiasm for sharing and learning across age groups and across subject disciplines.

Make, Create, Innovate sessions took place during the Fall 2019 in the foyer of the Neville B. Scarfe building and were hosted by Scott Robertson, a project assistant on a small TLEF grant with Dr. Lorrie Miller, Dr. Marina-Milner Bolotin and Yvonne Dawydiak, Teacher Education.

If you have an idea or an inspiration for a resource or future session, please let us know! scarfe.sandbox@ubc.ca


References

Axe, R. (1988). CAD (Computer aided design) in British industry. RSA Journal, 136(5380), 249–261.

Bicer, A., Nite, S. B., Capraro, R. M., Barroso, L. R., Capraro, M. M., & Lee, Y. (2017). Moving from STEM to STEAM: The effects of informal STEM learning on students’ creativity and problem solving skills with 3D printing. In 2017 IEEE Frontiers in Education Conference Proceedings. Retrieved from https://ieeexplore-ieee-org.ezproxy.library.ubc.ca/servlet/opac?punumber=8124740

Cerra, P., González, J., Parra, B., Ortiz, D., & Peñín, P. (2014). Can interactive web-based CAD tools improve the learning of engineering drawing? A case study. Journal of Science Education and Technology, 23(3), 398–411.

Coons, S. A. (1966). Computer-aided design. Design Quarterly, (66/67), 6–13.

Dasgupta, C., Magana, A. J., & Vieira, C. (2019). Investigating the affordances of a CAD enabled learning environment for promoting integrated STEM learning. Computers & Education, 129, 122–142.

Johnson, S. (2002). The slow and incremental “Revolution”. Journal of Architectural Education (1984-), 56(2), 49–54.

Kolesnikoff, N. (1984). Computer aided design breaks through. The Military Engineer, 76(497), 484–487.

McCoog, I. (2007). Integrated instruction: Multiple Intelligences and technology. The Clearing House, 81(1), 25–28.

Ng, O. & Chan, T. (2019). Learning as Making: Using 3D computer-aided design to enhance the learning of shape and space in STEM-integrated ways. British Journal of Educational Technology, 50(1), 294–308.

Popelka, S. R. & Langlois, J. (2018). Getting out of Flatland. The Mathematics Teacher, 111(5), 352–359.

 

Feature Photo Credit: Photo by Adrien Olichon from Pexels

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Design-Based Learning: STEM and Simple Machines

Watching children play, particularly very young children, we can see they behave scientifically.

Children observe and collect. They wonder and deduce, and they’re methodical. They collaborate – sometimes! – and when they’re puzzled, they experiment and make adjustments.

At whatever age STEM learning occurs, though, make no mistake: it is real STEM learning, not mere child’s play (McClure, 2017). The earlier that children begin STEM activities, the sooner they begin to hone what Katehi, Pearson, and Feder (2009) call engineering habits of mind: systems thinking, creativity, optimism, communication, collaboration, supported persistence, and attention to ethical thinking. And, obviously, these habits of mind apply to more than just STEM work.

“In the minds of these children, too, there was a complex inner process – one that is hard to see, which often results in adults underestimating young children’s current capacities” (McClure, 2017, p. 84)

Teachers can make good habits, too, while teaching STEM-related material, which again can apply beyond STEM lessons: designing and facilitating experiential learning tasks, for instance, or asking questions of students vs providing them with answers, or collaborating with colleagues and the local community. Before long, students and teachers are spotting STEM links all over the curriculum. For instance, classroom engineering activities become a practical way for students to see abstractions like mathematics in action while a look at simple machines prompts the chance to notice just how commonly we rely on them every single day.

Along with reinforcing habits of mind, sustained STEM learning also influences students’ longer-term post-secondary and professional decisions. As we look for ways to make STEM careers more inclusive and accessible to all, researchers have found that women who were made more aware of career opportunities during their school years were more likely to select engineering as a post-secondary degree major (Tyler-Wood et al., 2012; Frehill, 1997).

“A STEM identity is developed by active participation in the environment” (Subramaniam et al., 2012, p. 176)

Learn from the educators at UBC Engineering’s Geering Up Program about how to design your own design challenge using this resource they’ve shared with us!


Create, Make, Innovate: Getting Hands-on with Learning Design

Recap of Create, Make, Innovate! session, held on Tuesday, November 12th, 2019 in the Scarfe foyer: It all about simple machines: wheel-and-axle, wedges, inclined planes, pulleys, levers, and screws.

Free Clip Art by >\\sas from clker.com

Using a variety of basic tools, e.g. scissors, screwdriver, a small X-acto knife, you and your students can design and build simple machines of your own, with inexpensive everyday materials like dowels and planks of wood, cardboard tubing, pipe cleaners, buttons with twist ties, string or twine, and a spring scale. By planning ahead and adjusting after experimentation, they will be able to tackle straightforward design challenges that illustrate physical concepts in action, like force, work, friction, mechanical advantage, and the law of conservation of energy, just to name a few.

Simple machines are found literally everywhere, and they are a super way to introduce students to physics and engineering.

Free Photo by vũ tuấn from Unsplash

A basic model approach to engineering really does read like children at play: observe, design, build, experiment, adjust. For hands-on classroom activities, it’s hard to find something more stimulating, more instructive, or more fun than simple machines and engineering. And because simple machines have no power source and require someone or something to make them work, what better source of energy than curious students and their teachers!


Resources

British Columbia’s K–12 curriculum features a subject discipline called Applied Design, Skills, and Technologies (ADST), which “builds on students’ natural curiosity, inventiveness, and desire to create and work in practical ways” in order to “… provide firm foundations for lifelong learning.” As early as Kindergarten, students can take a role in learning how to apply ADST principles such as cross-disciplinary thinking, collaboration, and contextualised problem-solving.

On the Scarfe Digital Sandbox, you’ll find some terrific STEM resources, like PhET, which is particularly about Engineering, including simple machines, and also Arduino, specific to electronics, another fun STEM topic we explored back in September.

Check out the Boston Museum of Science website, where the month of November 2019 is Women and Girls in STEM Month. You can explore the Museum’s wide array of engineering lesson ideas and activities, which are suitable for all ages.

In-class, project-based learning has proven effective for student learning as compared to out-of-class projects, which are less significant. (Hansen & Gonzalez, 2014)

Read about some very young engineers and their simple machines in this article from the Early Childhood Research and Practice (ECRP) open-source e-journal, published by Loyola University in Chicago.


Acknowledgement: post author, Scott Robertson; editor, Yvonne Dawydiak

Interdisciplinarity, collaboration, hands-on learning – that’s the spirit of Create, Make, Innovate! We want to promote enthusiasm for sharing and learning across age groups and across subject disciplines.

Make, Create, Innovate sessions took place during the Fall 2019 in the foyer of the Neville B. Scarfe building and were hosted by Scott Robertson, a project assistant on a small TLEF grant with Dr. Lorrie Miller, Dr. Marina-Milner Bolotin and Yvonne Dawydiak, Teacher Education.

If you have an idea or an inspiration for a resource or future session, please let us know! scarfe.sandbox@ubc.ca


References

Frehill, L. (1997, Spring). Education and occupational sex segregation: The decision to major in Engineering. The Sociological Quarterly, 38(2), 225–249.

Katehi, L., Pearson, G., & Feder, M. (Eds.). (2009). Engineering in K-12 education: Understanding the status and improving the prospects. Washington, DC: National Academies Press. Retrieved from https://www.nap.edu/read/12635/chapter/1

McClure, E. (2017, November). More than a foundation: Young children are capable STEM learners. YC Young Children, 72(5), 83–89.

Subramaniam, M., Ahn, J., Fleischmann, K., & Druin, A. (2012, April). Reimagining the role of school libraries in STEM education: Creating hybrid spaces for exploration. The Library Quarterly: Information, Community, Policy, 82(2), 161–182.

Tyler-Wood, T., Ellison, A., Lim, O., & Periathiruvadi, S. (2012, February). Bringing up girls in Science (BUGS): The effectiveness of an afterschool environmental Science program for increasing female students’ interest in Science careers. Journal of Science Education and Technology, 21(1), 46–55.

Featured Photo Credit: “Stainless Steel Bolt With Lock” – Free Photo from Pexels

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Design-Based Learning (DBL) and Challenge Learning

“… we learn by doing.”

So observed Aristotle in his study on how we should live, The Nicomachean Ethics, a work that is named – so scholars think – out of fondness for Aristotle’s father and son, both of whom were named Nicomachus.

While obviously not a new concept to educators, the principle of learning-by-doing has been applied in one particular framework, credited to UCLA professor Doreen Nelson, called Design-Based Learning (DBL). Also sometimes called Project- or Problem-Based Learning (PBL), DBL / PBL encourages students to think about how to address a problem in its context, specifically by thinking with the end in mind. As a formal methodology in contemporary education, DBL / PBL gained wider recognition during the 1990s, particularly as the oncoming millennium posed the perceived need for students to learn what popularly became known as 21st century skills.

DBL / PBL methods encourage experiential learning as a way to overcome student disengagement (Kim, Suh, & Song, 2015; Washor & Mojkowski, 2014), such as increasing the enrolment of women in the field of Information Technology (Jessup & Sumner, 2005). DBL / PBL enables students and their teachers to make use of prior learning to address authentic experiences and so-called real-world problem-solving (Wang, Derry, & Ge, 2017) as compared to the more sheltered lessons and linear hypotheticals of the traditional classroom.

Read more about Doreen Nelson in this article and stay in touch with the latest developments on her DBL website.

Typically, as students grow they also discover their own unique predilections, whether these arise from their personal passions or as a result of working alongside their peers. By facilitating and fostering its participants’ capabilities, DBL / PBL methods ideally turn out a multidisciplinary cohort that possesses diverse skills and interests as well as the maturity to envision and tackle a wide variety of challenges.

Visit the Design based learning: STEM & Simple Machines blog post for a resource shared by UBC Engineering Geering Up Educators.


Create, Make, Innovate: Getting Hands-on with Learning Design

Recap of the session in the Scarfe Foyer – Fall 2019:

This week, Create, Make, Innovate! was pleased to be part of the Educational Technology Support (ETS) unit’s TEC Expo, held on Tuesday, October 22nd, 2019 in the Scarfe foyer.

ETS describes the Technology Enhanced Classroom (TEC) exposition as “designed to showcase and celebrate creative and innovative uses of technology in face-to-face, blended, and online classrooms within the Faculty of Education.” Teacher candidates (TCs) roamed a gallery of exhibit tables spread across the foyer, mingling with the presenters and with faculty and staff from a number of departments around campus. On display were topics and technologies ranging from coding and physics to biology and geology, each designed in its own manner to engage students inside the classroom while inspiring them in ways beyond.

At the Create, Make, Innovate! table, TCs faced hands-on design challenges, which they could try to solve using only the materials provided. One challenge was to build the tallest possible free-standing tower, using items such as drinking cups or pipe cleaners. (Believe it or not, this challenge could even be posed using sheets of newspaper!) One successful tower of cups lasted nearly an hour before finally toppling over after a nudge on the table!

A wooden catapult by Specific Love Creations (YouTube screenshot: “How to make a Catapult for Kids” – posted Nov 20, 2013)

A second challenge was to construct a device or conveyance of some kind that could transfer a small object – like a cotton ball or a Lego character – from one shoreline to another across an imaginary body of water, which were simple paper cut-outs laid atop the display table. One clever catapult, made from wooden craft sticks and elastic bands, nearly launched a cotton ball all the way across! *thanks for the inspiration for this activity from U of Calgary’s Doucette Library WestCast 2019 presentation.

Other ideas for the shoreline-to-shoreline challenge could be constructing a zipline or a bridge, again using only those items available, as provided by the teacher. Although something like a bridge might seem straightforward, like all engineering projects it definitely also requires careful forethought. The results can be pretty amazing – they might even win their designers top prize in a contest! In our session this week, however, we wanted all our materials to be reusable, so we avoided using glue or building a more permanent structure (although these can be amazing, too, not to mention sturdy!)

Read more below about how to make a catapult of your own, as well as some other clever ideas that can challenge students and stir their creative thinking.

A craft staple: the popsicle stick! Free photo available for download at Canva

Resources

British Columbia’s K–12 curriculum features a subject discipline called Applied Design, Skills, and Technologies (ADST), which “builds on students’ natural curiosity, inventiveness, and desire to create and work in practical ways” in order to “… provide firm foundations for lifelong learning.” As early as Kindergarten, students can take a role in learning how to apply ADST principles such as cross-disciplinary thinking, collaboration, and contextualised problem-solving.

One quick design challenge is a toy catapult made simply from a handful of wooden craft sticks and three elastic bands. This catapult is an amusing way for students to observe Newton’s Laws of Motion and the force of gravity while appreciating properties like potential and kinetic energy and concepts like leverage. Likewise, other simple machines, as basic as a door wedge or a threaded screw, can serve as readily understandable physical models for young children.

For older students, biomimicry can offer fascinating design challenges as well as readily perceived connections to the natural environment. Critical making is another avenue that directs older students toward linkages between innovative digital technologies and broader society, in ways that are mindful of those designs and their consequences.


Acknowledgement: post author, Scott Robertson; editor, Yvonne Dawydiak

Special thanks to ETS UBC for including us in your event!

Interdisciplinarity, collaboration, hands-on learning – that’s the spirit of Create, Make, Innovate! We want to promote enthusiasm for sharing and learning across age groups and across subject disciplines.

Make, Create, Innovate sessions took place during the Fall 2019 in the foyer of the Neville B. Scarfe building and were hosted by Scott Robertson, a project assistant on a small TLEF grant with Dr. Lorrie Miller, Dr. Marina-Milner Bolotin and Yvonne Dawydiak, Teacher Education.

If you have an idea or an inspiration for a resource or future session, please let us know! scarfe.sandbox@ubc.ca


References

Aristotle. (1999). Nicomachean Ethics (W. D. Ross, Trans.). Kitchener, ON: Batoche Books.

Jessup, E. & Sumner, T. (2005). Design-based learning and the participation of women in IT. Frontiers: A Journal of Women Studies, 26(1), 141-147.

Kim, P., Suh, E., & Song, D. (2015). Development of a design-based learning curriculum through design-based research for a technology-enabled science classroom. Educational Technology Research and Development, 63(4), 575–602.

Wang, M., Derry, S., & Ge, X. (2017). Fostering deep learning in problem-solving contexts with the support of technology. Journal of Educational Technology & Society, 20(4), 162–165.

Washor, E. & Mojkowski, C. (2014). Student disengagement: It’s deeper than you think. The Phi Delta Kappan, 95(8), 8–10.

Featured Photo Credit: Maria Georgieva at pexels.com

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